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I always wished POV could make beveled text, so I tried to use the matrix
keyword to make some. Being somewhat less than mathematically gifted, I
couldn't quite make it work, so I asked on the Advanced Users newsgroup if
anyone else had ever made beveled text. A short time later Chris Huff posted
a beveled text macro that he wrote. Here is the result of Chris' macro. I
think it's pretty cool.
Post a reply to this message
Attachments:
Download 'BeveledText.jpg' (8 KB)
Preview of image 'BeveledText.jpg'
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Nice one. Would you care to share your code for everyone to play with ?
Fabien
> I always wished POV could make beveled text, so I tried to use the matrix
> keyword to make some. Being somewhat less than mathematically gifted, I
> couldn't quite make it work, so I asked on the Advanced Users newsgroup if
> anyone else had ever made beveled text. A short time later Chris Huff posted
> a beveled text macro that he wrote. Here is the result of Chris' macro. I
> think it's pretty cool.
>
> [Image]
Post a reply to this message
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In article <3A41251E.45675662@club-internet.fr>, Fabien HENON
<ffj### [at] club-internetfr> wrote:
> Nice one. Would you care to share your code for everyone to play with ?
I posted the macro in povray.advanced-users, I will post a slightly more
developed version in povray.text.scene-files if you want.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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"Chris Huff" <chr### [at] maccom> wrote in message
news:chrishuff-09D122.16483120122000@news.povray.org...
> I posted the macro in povray.advanced-users, I will post a slightly more
> developed version in povray.text.scene-files if you want.
Please! I think this is a very useful macro - it really adds a lot to scenes
where text plays a prominent role.
BTW - sorry I forgot to mention to y'all that Chris' code was posted in the
advanced users group. :)
-Dave
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In article <3a417d34@news.povray.org>, "Dave Blandston"
<gra### [at] earthlinknet> wrote:
> Please! I think this is a very useful macro - it really adds a lot to
> scenes where text plays a prominent role.
When it works right. The "sharp corners" part, you know...I'm trying to
think of a good way to automatically make a mesh out of a text object,
which could solve this problem, but I don't think it can be done very
well in plain POV-Script.
> BTW - sorry I forgot to mention to y'all that Chris' code was posted
> in the advanced users group. :)
And a slightly updated version(computes the proper bounding, takes the
font file as a parameter) is in povray.text.scene-files.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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"Chris Huff" <chr### [at] maccom> wrote in message
news:chrishuff-ED1BF2.23003120122000@news.povray.org...
> When it works right. The "sharp corners" part, you know...I'm trying to
> think of a good way to automatically make a mesh out of a text object,
> which could solve this problem, but I don't think it can be done very
> well in plain POV-Script.
It would be ideal to build this function into POV I think, because
increasing the number of cuts enough to smooth out the corners creates such
a complex object that it renders very slowly. But it sure looks great!
Dave
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In article <3a4234be@news.povray.org>, "Dave Blandston"
<gra### [at] earthlinknet> wrote:
> It would be ideal to build this function into POV I think, because
> increasing the number of cuts enough to smooth out the corners
> creates such a complex object that it renders very slowly. But it
> sure looks great!
Building the object as it is into POV wouldn't speed rendering any...but
a related method might be useful, which would use more "cuts" in areas
that have sharp corners (kind of like anti-aliasing of geometry) and
fakes the normal in the bevelled areas to get smoother results.
Personally, I would go for turning the text object into a mesh, that way
you could also do rounded edges, you could even define a spline to form
the edges with, like you went over the object with a router. It might
even render faster than an ordinary mesh object, instead of slower...and
it could be hooked into Warp's tesselation patch.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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Chris Huff <chr### [at] maccom> wrote:
> In article <3a4234be@news.povray.org>, "Dave Blandston"
> <gra### [at] earthlinknet> wrote:
>> It would be ideal to build this function into POV I think, because
>> increasing the number of cuts enough to smooth out the corners
>> creates such a complex object that it renders very slowly. But it
>> sure looks great!
> Building the object as it is into POV wouldn't speed rendering any...but
> a related method might be useful, which would use more "cuts" in areas
> that have sharp corners (kind of like anti-aliasing of geometry) and
> fakes the normal in the bevelled areas to get smoother results.
> Personally, I would go for turning the text object into a mesh, that way
> you could also do rounded edges, you could even define a spline to form
> the edges with, like you went over the object with a router. It might
> even render faster than an ordinary mesh object, instead of slower...and
> it could be hooked into Warp's tesselation patch.
Well, if you're going to go to all that trouble, you should probably do it
with arbitrary 2D extruded surfaces. Be quite nice.
Geoff
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In article <3a426064@news.povray.org>, Geoff Wedig
<wed### [at] darwinepbicwruedu> wrote:
> Well, if you're going to go to all that trouble, you should probably
> do it with arbitrary 2D extruded surfaces. Be quite nice.
Actually, I have been thinking about something like this, probably as an
extension to the mesh object...the text object extensions would be a
separate patch.
I'm also thinking of integrating the spline patch with objects which
take splines, like sor, lathe, etc...it would combine everything into a
nicely coherent syntax.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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Chris Huff <chr### [at] maccom> wrote:
> In article <3a426064@news.povray.org>, Geoff Wedig
> <wed### [at] darwinepbicwruedu> wrote:
>> Well, if you're going to go to all that trouble, you should probably
>> do it with arbitrary 2D extruded surfaces. Be quite nice.
> Actually, I have been thinking about something like this, probably as an
> extension to the mesh object...the text object extensions would be a
> separate patch.
> I'm also thinking of integrating the spline patch with objects which
> take splines, like sor, lathe, etc...it would combine everything into a
> nicely coherent syntax.
That would be really nice. So when you gonna do this?
Geoff
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